Rockborn Dwarf
The dwarves of the Known World. All surface dwarves trace their ancestry to the clans of Rockhome, the main dwarven nation of Mystara.
Physical description:Rockborn dwarves are short and stocky, standing about 4' tall and weighing about 150 pounds. Male dwarves wear long beards. Their skin is ruddy or
earth-colored and their hair is dark brown, gray, or black. Female dwarves do not have beards. Their faces bear the strong, craggy features of the dwarven race, but do not have facial hair.
History:The rockborn dwarves history starts with the Great Rain of Fire that ravaged Mystara. At the time a widely different breed of dwarves, the Kogolor, where the masters of the mountain ranges, but persistent sickness caused by the catastrophe and the subsequent rise of the human culture sent them into decline. The Immortal named Kagyar the Artisan decided to create a new dwarven race. He thought that something like the dwarves, but more resistant to the diseases caused by Blackmoorian devices, more inclined to live in safe below-ground homes, would have a greater chance of survival in case something like the Blackmoor disaster ever threatened the world again. So Kagyar took up all the dwarves on the world. He took the healthiest of them and modified them into the modern Rockborn dwarven race, establishing them in the Rockhome mountain ranges. The others he unceremoniously dumped in a mountain range of the Hollow World.
The Rockborn dwarves, of course, tell of their creation in a different light. In the dim ages of the world's past, the land that was to become Rockhome lay under thick ice. It was not devoid of life, for monsters and creatures suited to icy existence lived and bred beneath the frosty crust, but it was inhospitable to human and other races inhabitants. The Immortal known as Kagyar - celebrated in different part of the world as Kagyar the Artisan and Flasheyes Kagyar - saw this dim landscape as nothing but an unpainted canvas. He whipped the curtain of ice from it and began to alter it to his liking.
To begin, he created a creature which would be master of this land and celebrant of Kagyar's philosophies. From a boulder, with his magics and consummate artistry, he fashioned a powerful mortal being short of stature, strong of thew, clever of mind, long of patience. He called this being “Rockborn” – in the dwarven language, Denwarf. Denwarf was the first of the dwarves and their first king as well.
Kagyar created many more of Denwarfs folk, separating them into males and females in the fashion of nature's creatures. He infected them with a desire akin to his own, a desire to craft beauty from all things which come from the land. He gave them a language which was uniquely their own. He taught them about both hunting and agriculture, as he had seen them practiced by humans and other races elsewhere on the continent. He gave them abilities which would allow them to thrive both above and below the ground - and to enjoy and revere the subterranean world as no other intelligent mortal race could. Then he withdrew from the land of these folk to see what they would do.
In the ages which followed, the dwarves increased in population and explored their mountains, learning to mine out precious materials, to craft them into wondrous things. In these times, they believed that their mountains were the center of their world and that there were no other worthy intelligent races to be found: they encountered only the warlike and primitive goblins, orcs, gnolls, and hill giants which were also to be found in these lands. The dwarves, always pursuing the glorious cause of creating art from whatever materials were put in their way, had no time or affection for races which merely wanted lands on which to hunt. In terrible battles and wars, they drove the other races from the mountains and made eternal enemies of these tribes.
Denwarf never did grow old. Decade after decade he served the dwarves as king. He was known for his stony impassiveness, his merciless fighting ability, his chilling impartiality in judgment of crimes. Larger than the other dwarves, more hardy, just but unsympathetic, he was revered but was never precisely loved. In the 400th year of his reign, he discovered a massive cavern complex in the foothills east of Lake Stahl, and commanded that the clans he directly governed move to this lovely subterranean land. He named the place "Dengar", which translates as Rockhome in other tongues. Then he set about exploring the deeper and darker passages of the caverns, and was never again seen by dwarven eyes.
For a long period of time starting around 1000 BC ("Before Crowning", Thyatian Calendar), marauding tribes of orcs and goblins regularly attempted to invade dwarven lands. The Battle of Sardal Pass marks the victory of dwarves to finally secure the borders of Rockhome. This seminal event occurred in 492 BC, and marks Year 0 on the Dwarven Calendar.
Eventually the dwarves, in their explorations of the lands surrounding Rockhome, encountered the higher forms of life known to the world - higher, in their eyes, because they had crafts and made things of beauty. These were the humans, elves, gnomes and halflings.
So Rockhome - regarded from outside and from within now as a nation, a dwarven nation - gradually began trading out its surplus craft goods and even raw ores for the goods created by neighboring tribes and states. For its exports, Rockhome received foods, drinks, leather and wooden goods, work animals, and more. Information, too, flowed from all directions. The dwarves had become quite expert in the techniques of mining and engineering; as this expertise was sought by the human lands, so they learned from the humans more sophisticated means of growing food, recording facts, waging war, and many other things.
By the time the first emperor of Thyatis was crowned, 0 AC ("After Crowning"), the king of Rockhome, too, was widely known in surrounding lands. Rockhome was known as a small but strong and well-defended land; fine profits could be had from working with the dwarves there. The great city of Dengar, built in the caverns found by Denwarf, thrived, and a new city - called Upper Dengar - was built in the lands above the caverns, as the trade city from and to which all these goods moved.
In the centuries that followed, the kings of Rockhome began a determined and aggressive program of sending dwarves out into the surrounding lands: to learn and send their learnings back, to colonize, to establish relations with human lands, even to establish communities within human communities. This was successful in some areas, unsuccessful - even disastrously so - in others.
Dwarven clans made inroads and established good, strong colonies in the mountains of Darokin, with whom they had good trade relations; Vestland and the Jarldoms, who admired the sturdy fighting dwarves; Traladara (later Karameikos), whose gnomish community welcomed them as allies; and Ylaruam, whose humans liked dwarfish craftsmen and the dwarves' lack of affinity for things magical. They found less of a welcome in Thyatis, with its labyrinthine politics and procedures for colonization and trade. And they suffered disaster in the Principalities of Glantri: there, when they arrived some two hundred years ago to pursue rumors of a gold rush, they appeared at about the same time as a devastating plague. Suspected of bringing the plague, and fascinating to the sorcerers of Glantri because of their resistance to magic, dwarves there were hunted down, driven out, captured, studied and tortured over a twenty-year period. Since then, dwarves have spoken only in terms of contempt or hatred for the magocracy of Glantri.
Today, Rockhome is as solid as ever, the center of dwarven civilization and trade. Dwarf colonies and communities in other part of the continent keep in communication with their motherland. In the face of harsh winters, trade wars and occasional invasions by orc and goblin tribes, Rockhome stands powerful and indomitable in its own corner of the world.
Outlook:If there is a race of workaholics, it is the dwarven race. Laziness, as a character trait, is practically unknown among them; when it appears, it is considered a disease of the mind. From the lowliest convict or farmer working the land to the king crafting a cunning crown to leave to his heir, every dwarf works an average of ten hours a day. If denied work-by illness or lack of opportunity - a dwarf will feel edgy, uncomfortable, and irritable. Adventuring dwarves, who spend a lot of time between workshops or opportunities to do creative work , will often spend much time planning their next projects; some keep track of their plans in their heads, others carry portable drafting kits or craftsman's tools on their adventures.
The dwarves' work-mania doesn't mean that they're incapable of relaxation. Dwarves enjoy company, the telling of stories, feasting (heavily), swilling alcoholic beverages, playing games, gambling, wrestling, and dancing. They also enjoy a good night's sleep.
Tied in with their need to work is a strong drive to create things, strong, tactile works of art which will outlast them and say to hundreds of future generations that they were here and they were talented. Every dwarf, from birth, is trained in the trades of mining and engineering: how to dig into the earth and how to make things out of what is dug. These are considered the cornerstones of dwarven education. However, many dwarves don't want to limit themselves to these two professions. For every type of metal or gem there is another craftsman skill. Some dwarves even delve into woodcraft or leathercraft, but most prefer the less perishable media of stone, gold, silver, steel, bronze, and precious gems.
Dwarves, in general, have less affection for perishable or transitory arts than humans, elves, and other races do. For example, things such as embroidery, painting and even flower arrangement tend to make them a little sad. It's not that they don't recognize the beauty of these things - on the contrary, they do - but they feel bad because the art has been performed on media which will soon disappear, in a few days or only a couple of centuries. Dwarves appreciate music; though a song goes up into the air and disappears, it can be sung again. However, few dwarves tend to be imaginative bards; they eagerly record and sing good music created by other races, but few write memorable music themselves. Storytelling is a craft much prized by the dwarves, but to be really appreciated, the tale must be a true one, and told in exactly the same manner in each telling. When a Story is embroidered or embellished to make it more to the liking of an audience, the dwarves consider it to be showing signs of spoil; they do not like it so much then. The only time they accept fiction is when it is a cautionary tale with an unnamed protagonist. Human drama and theater hold no pleasure for them.
Dwarves have a curious attitude about agriculture - especially about farmers. Though they know they cannot survive without agriculture, and though they understand that someone has to do the job of raising food, they still hold farmers in contempt or pity. This is because farmers contribute nothing lasting to dwarven culture - as the dwarves see it. They raise a crop of grain. and within a year or two it is gone - Utterly, completely gone, with no trace left of its passage. Dwarves have no respect for those who leave so little trace of their passing. Peculiarly, though, the dwarves are expert farmers! With techniques they have developed over the centuries. They grow much more food per acre than humans. This is the result of a simple philosophy: the more food each dwarf can grow, the fewer dwarves have to grow food.
Though their main drive is for the creation of physical works of art, the dwarves like to fight as much as humans do. Fighting makes for good stories, it protectS the country, it earns gold, it keeps dwarves fit. So they do lavish a good deal of their creative time on making glorious weapons and suits of armor, and then take their goods out in the field - as mercenaries for the human realms, or in raids into orc or elf territory.
Society:Dwarven society is divided in clans and families. Every Rockhome dwarf belongs to a dwarven family, and every dwarven family belongs to one of the seven major clans of Rockhome: Burhrodar, Everast, Hurwarf, Skarrad, Syrklist, Torkrest, Wyrwarf. Family leaders defer to the clan's leader, who in turn defers to the king.
Families are extended units. Consisting usually of several venerable dwarves; their senior children and the Seniors to whom they're married; their adult children and the adults to whom they're married; their children; adopted children, fosterlings, apprentices from outside the family, etc.; all under the leadership of one or two dwarves who lead the extended family.
Clan Buhrodar is a theocratic clan calling for the power of the government to reside with Kagyar's clerics. They are led by the Buhrodar family.
Clan Everast is the ruling clan of the Kingdom of Rockhome, currently led by King Everast XV. They are led by the Everast family.
Clan Hurwarf is the most conservative of the dwarven clans and calls for dwarven isolationism. They are led by the Lhyrrast family.
Clan Syrklist is a mercantile family that founded many colonies outside Rockhome. They are led by the Skyrlist family.
Clan Skarrad is technology-oriented, radically progressive and unconventional. They are led by the Nordenshield family.
Clan Torkrest is a militaristic clan and one of the most ancient clans of the Kingdom. They are led by the Torkrest family.
Clan Wyrwarf is of recent origin and is composed mainly by farmers and other lower-class dwarves. They are led by the Kurutar family.
Rockhome is ruled by a king, the Dwarf-King or Gardar ("Home-Chief'), The kingship is an inherited title, The king makes and interprets the laws of Rockhome. He is the overall commander of the Rockhome military. He sets trade policies for his people. He makes taxation policies and allots those taxes between such things as military expenditures, building programs, incidental expenses, and his own personal wealth.
After the king, the next most-powerful political body in Rockhome is the Senate. The Senate was introduced into the government structure more than a thousand years ago and the dwarf-kings have never been able to get rid of it. The Senate is composed of one representative from each family which counts more than a thousand members. In a nation of dwarves, who are a clannish people, and in a nation of just over half a million dwarves, this means that there are usually about 250 Senators.
In essence, the Senate meets (in what is called the Grand Council) to vote on whether it will obey the king's laws as they're introduced. All new laws are debated and votes taken. If more than two thirds of the total number of Senators vote against a law, the king repeals it.
It's not that there's some document which says that the government is laid out in this fashion and that the king must do so. It is, instead, that the king who makes laws which are contrary to the overwhelming opinion of his people soon finds himself in the position of a Worker serving another Dwarf-King. The Senate also serves as an effective tool of communication. Say something interesting to a senator, and it will be all over Rockhome with amazing speed. The senators can also vote to introduce a law before the King. They structure the wording of the law, constantly revising it until they can achieve a two-thirds majority, and then present it before the King. For the reasons listed above, the King usually then introduces it into law. In Grand Council, each senator tends to vote according to the opinion of the leader of his clan. Effective politicking in Rockhome, then, consists of persuading the clan leaders to a particular opinion. No law says that a senator has to vote according to the whim of his clan leader, but those who don't are sure to face the anger of their clan heads. Such incidents can result in struggles within a clan, sometimes leading to the rise of a new clan leader.
Dwarves also form themselves into mutual-interest societies such as guilds and organizations with specific goals such as
The Thorns, The Clergy, The Hammer, or The Underside as described in the
Dwarves of Rockhome module.
Relations with other races:The dwarves of Rockhome are natural enemies of orcs and goblins. In the gnomes, the dwarves find kinship - if the gnomes did not bear the mark of Kagyar's creation, they at least had similar drives and characteristics. Dwarves and gnomes found friendship, mutual interests and similar habits. The halflings, too, are comfortably similar - but sadly, like the humans, not all have the craftsman's drive and the explorer's itch.
Humans elicit both their admiration and their scorn: admiration, because they are capable of leaps of fancy and imagination beyond even those of the dwarves, and could craft many wonderful things, especially from materials (such as glass and cloth and leather and wood) which the dwarves had never truly mastered; scorn, because so few of them really are creators, or heroes, or visionaries, most being like the orcs and goblins, content with a stretch of woods to hunt or a plot of ground to farm. So relations between dwarves and humans varies greatly from clan to clan and dwarf to human. Glantrians are however met with hatred due their persecutions of their kin.
Elves mainly elicit scorn-and a grudging envy. These tall and light-hearted folk can craft gold and silver and jewels as well as dwarves, and in fashions and designs far different from those of the dwarves. But they are such a shallow race, imagining that they saw as much beauty in a song as a crown, or in an abstractly-carved piece of wood as an in laid axe-head. They are impossible people: too friendly too fast, no sense of restraint, no idea of the slow and comfortable pace which the dwarves need to learn the character of another before showing him inner faces and inner thoughts. The elves are too free, too embarrassing, too flighty - a pity all that craftsman brilliance had to be locked up in a silly and vapid mind.
Alignments:Rockborn dwarves tend toward good and lawful alignments.
Religion:Kagyar the Artisan, patron Immortal and creator of the Rockborn dwarves is revered over all other.
Language:Rockborn dwarves speak dwarven, the languages of orcs and goblins, and the tongues of the races they trade with.
The language of the dwarves sounds rough, guttural and harsh to human ears, even more so to elves. It's not difficult to learn, and most human traders into Rockhome pick up at least a smattering of the language. However, it's practically impossible to pick up a native level of ability with the language. While it's simple to learn enough of the language to get by, the dwarven tongue features literally thousands of different descriptive adjectives for different colors, artistic effects, textures, and so forth. There are dozens of various words for "blue", each describing a subtle difference in the hues. There are at least sixteen words for "smooth", each describing a discrete degree of smoothness, and twice that many for different sorts of "rough". In short, the rough sounding language is the most descriptive tongue in the world for precisely and accurately describing craftsmanship, metals, engineering, and any sort of physical object wrought by nature or by the hand. Many dwarven words have entered the technical terminology of the engineers and craftsmen among the humans.
Names:All dwarven names derive from a fairly small number of stems, to which are added any of a number of traditional suffixes: the male suffixes are -ar, -ed, -ic, -in, -lum, -or, -to, and -ur; the female suffixes are -a, -as, -i, -ia, -if, -il, -is, and -la. Family tradition usually dictates that a child will share either the stem or suffix of the parent of the same sex (thus, Belfin’s son might be named Durin or Belfic).
All Rockhome dwarves belong to one of the seven great clans. Instead of family names, the given name is followed by the parent’s name plus the sufh -warf (son of, daughter of). Thus Dia Farawarf is Dia, daughter of Fara; Orin Noarwarf is Orin, son of Noar.
Over the centuries, the dwarves have borrowed many similarly sounding names from their human neighbors to the northeast (Ostland, Soderfjord, and Vestland); such names are treated exactly as other dwarven names. Dwarves with particularly common names often adopt epithets: Thoric Redhand, Kori Fire-Eye, Belfin Elf-friend, Gilia Song- smith, Morur Blackheart, and the like.
Male names: Belfin, Belfur, Bifin, Bofin, Bolto, Dofin, Dorfin, Dorto, Duric, Dwalur, Glofur, Goric, Korin, Kuric, Morur, Noar, Oic, Orin, Thoric, Thrumbar, Thuric
Female names: Bali, Balis, Bifi, Bifia, Dia, Duris, Fara, Filia, Gilia, Konla, Kori, Koris, Nais, Noris, Thori, Thrais, Toris, Wharif
Clans: Buhrodar, Everast, Hurwarf, Skarrad, Syrklist, Torkrest, Wyrwarf
When introducing himself to someone else, a Rockborn dwarf tends to follow a precise and unvarying pattern: "[Name], [son or daughter] of [Name], of the [clan's name], and well-met." Male dwarves will refer to their fathers, whereas female dwarves will refer to their mothers. Most dwarves will also add an epithet*, or nickname, to their name when introducing themselves. The dwarves will often introduce themselves with impeccable politeness to an enemy just before they begin fighting. They prefer for an enemy to know the name of his slayer.
A proper greetings would sound like "Kori Fire-eye, daughter of Filia, of the Everasts, and well-met."
Examples of prefixes and suffixes:
Prefixes: Bal-, Belf-, Bif-, Bof-, Bomb-, D-, Dor-, Dorf-, Dur-, Dwal-, Far-, Fil-, Gil-, Glo-, Gor-, Kon-, Kor-, Kur-, Mor-, Na-, No-, Nor-, O-, Or-, Thor-, Thra-, Thro-, Tor-, Whar-
Female suffixes: -a, -as, -i, -ia, -if, -il, -is, -la.
Male suffixes: -ar, -ed, -ic, -in, -lum, -or, -to, -ur.
* Remember that, by
server rules, the nickname of a character is not to be included in the name at character creation, but is fair game to be used in game. In the above example, the official name of the character would be
Kori Everast.
Adventurers:The bulk of Rockborn adventuring dwarves are fighters supported by occasional clerics.
Settings:Rockborn dwarves are exclusive to the Mystara setting, but are technically equivalent to the mountain dwarves of other settings.
Game Stats:+2 Con, -2 Cha
Stonecunning
Darkvision
Hardiness vs. poisons
Hardiness vs. spells
Bonus Proficiencies (Dwarven Waraxe)
Offensive training vs. orcs
Offensive training vs. goblinoids
Defensive training vs. giants
Skill affinity (lore)
Source: Gaz 6 The Dwarves of Rockhome, Rules Cyclopedia